centre handle on hierarchy entity

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in the animation there is a top-entity which is a Pivot. its next child is the top Mesh, usually the torso or something. it should work if you adjust this meshes logical center using

fitmesh torso -meshwidth(torso)/2,-meshheight(torso)/2,-meshdepth(torso)/2,meshwidth(torso),meshheight(torso),meshdepth(torso)

well, that's my untested theory